| name | mechinterp-ability-semantics |
| description | Reference for ability family semantic groupings and gameplay meanings |
MechInterp Ability Semantics Reference
This skill provides domain knowledge about ability semantic groupings in Splatoon 3. Use this reference AFTER forming hypotheses to validate interpretations against gameplay semantics.
When to Use This Skill
- After observing patterns in enhancers/suppressors
- When interpreting what a feature "means" strategically
- To check if observed groupings match known semantic categories
- To avoid missing obvious semantic interpretations
IMPORTANT: Form hypotheses from data FIRST, then check this reference. Don't use this to guide initial exploration.
Semantic Groupings
Death-Mitigation (Death-Accepting) Abilities
These abilities provide value when the player dies. Players using these implicitly accept that dying is part of their strategy.
| Ability | Effect | Strategic Implication |
|---|---|---|
quick_respawn |
Faster respawn after death | Aggressive trading, accepts deaths |
special_saver |
Keep more special charge on death | Death is acceptable, special matters |
comeback |
Stat boost for 20s after respawn | Deliberately plays for respawn buff |
respawn_punisher |
Punish enemy deaths, accept own | Very aggressive, kill-or-be-killed |
Interpretation: If these are suppressed, the feature likely encodes "death-averse" or "survival-focused" builds.
Mobility Abilities
Enhance movement speed and repositioning.
| Ability | Effect | Strategic Implication |
|---|---|---|
swim_speed_up |
Faster movement in ink | Rotation, flanking, escaping |
run_speed_up |
Faster movement while shooting | Strafe fights, aggressive positioning |
quick_super_jump |
Faster super jump | Rotation, escaping danger |
stealth_jump |
Hidden super jump | Flanking, aggressive repositioning |
Special-Focused Abilities
Center gameplay around special weapons.
| Ability | Effect | Strategic Implication |
|---|---|---|
special_charge_up |
Build special faster | Special-centric playstyle |
special_power_up |
Stronger special effects | Special investment, timing-based |
special_saver |
Keep charge on death | Special preservation |
Ink Efficiency Abilities
Sustain ink output over time.
| Ability | Effect | Strategic Implication |
|---|---|---|
ink_saver_main |
Less main weapon ink usage | Sustained fire, painting |
ink_saver_sub |
Less sub weapon ink usage | Sub-focused builds |
ink_recovery_up |
Faster ink tank refill | Sustained pressure |
Defensive Abilities
Protect against enemy effects.
| Ability | Effect | Strategic Implication |
|---|---|---|
ink_resistance_up |
Reduced enemy ink damage | Frontline fighting |
sub_resistance_up |
Reduced sub weapon damage | Counter-sub, defensive |
intensify_action |
Squid surge, squid roll buffs | Evasive maneuvers |
Aggressive/Slayer Abilities
Abilities that enhance kill potential.
| Ability | Effect | Strategic Implication |
|---|---|---|
ninja_squid |
No ripples while swimming | Flanking, ambush |
stealth_jump |
Hidden landing marker | Aggressive rotation |
thermal_ink |
Track damaged enemies | Hunting, finishing kills |
respawn_punisher |
Punish enemy deaths | Commit to kills |
Situational/Utility Abilities
Niche or situational effects.
| Ability | Effect | Strategic Implication |
|---|---|---|
opening_gambit |
Strong start-of-game buff | Opening rushes, early aggression |
last_ditch_effort |
End-of-game buff | Clutch plays, overtime |
comeback |
Post-death buff | Death-accepting aggression |
tenacity |
Special charge when team disadvantaged | Team support |
object_shredder |
Damage to non-player objects | Objective control |
drop_roller |
Roll on super jump landing | Safe aggression, repositioning |
haunt |
Track killer after death | Information after death |
Semantic Oppositions
Some ability groupings are conceptually opposed:
| Concept A | vs | Concept B |
|---|---|---|
| Death-accepting (QR, SS, CB) | Death-averse (survival builds) | |
| Special-focused (SCU) | Paint/efficiency-focused (ISM, ISS) | |
| Aggressive (ninja_squid, SJ) | Defensive (IR, SR) | |
| Frontline (RSU, ninja_squid) | Backline (SSU, QSJ) |
Interpretation Patterns
Pattern: Death-Mitigation Suppression
If observed: quick_respawn, special_saver, comeback appear as suppressors (low high_rate_ratio)
Interpretation: Feature encodes builds that avoid dying. Players with high activation prioritize survival over respawn efficiency.
Example label: "Death-Averse Special Build" or "Clean SCU Stacker (no death perks)"
Pattern: SCU + Opening Gambit Enhancement
If observed: special_charge_up + opening_gambit both enhanced
Interpretation: Feature encodes aggressive opening special rushes. Get special fast, use it early.
Example label: "Opening Special Rush" or "First Special Aggression"
Pattern: Mobility + Slayer Enhancement
If observed: ninja_squid, stealth_jump, swim_speed_up enhanced
Interpretation: Feature encodes flanking/slayer playstyle.
Example label: "Aggressive Flanker Kit"
Pattern: Defensive Suppression
If observed: ink_resistance_up, sub_resistance_up suppressed
Interpretation: Feature prefers builds that don't need defensive abilities (perhaps ranged or support).
Example label: "Backline Support (no frontline abilities)"
Common Misinterpretations
| What You See | Naive Interpretation | Better Interpretation |
|---|---|---|
| SCU dominant | "SCU detector" | Check for suppressed abilities to understand WHAT KIND of SCU |
| Death perks suppressed | "Anti-death feature" | "Death-AVERSE build" - players who don't plan to die |
| Mobility enhanced | "Mobility detector" | Check if specific mobility type (flanking vs rotation) |
| Single weapon class | "Weapon-specific" | Check ability patterns - might be playstyle, not weapon |
Checklist for Semantic Validation
After forming a hypothesis, verify:
- Does the enhancer pattern match a known semantic group?
- Does the suppressor pattern match an opposing semantic group?
- Is the interpretation consistent with gameplay strategy?
- Could there be a simpler explanation (pure token detection)?
- Does the weapon distribution support the semantic interpretation?
See Also
- mechinterp-investigator: Overall investigation workflow
- mechinterp-overview: Now includes bottom tokens (suppressors)
- token_influence_sweep: Experiment type for detailed influence analysis